Let's talk about the Kensai
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If you're talking about attaching kit-specific passive opcodes to a custom weapon, wouldn't it be possible to level them? For instance, you could have an opcode that applied to level 1-5 characters and another opcode that applied to level 6+ characters. Though you might be able to level them using a spell file instead. This could let you tweak proficiencies, too: a katana-using Kensai's personal katana could be wielded at Grandmastery, but Celestial Fury could only be wielded at High Mastery, for example.
Is it really possible to suppress opcodes? It seems like making leather armor negate the bonuses would require patching all leather armor in the game, and negating multiple different types of level-dependent bonuses sounds awfully complicated. Plus, doesn't override folder bloat slow down load times, or is that just me? I have no idea how you'd make dual-classing cancel the bonuses; it seems better to make dual-classing either impossible or leave it alone.
You know, passive bonuses are nice, but innate abilities are more flashy. Why not make Kai a little more dramatic and make it last for a single blow? You could make Kai grant movement rate bonuses and deal extra damage, maybe with an increased critical hit chance, and use an on-hit melee .eff file that uses the Remove Effects by Resource opcode on the caster so it won't apply to every single hit?
Kensais shouldn't be wearing armor; even leather armor just wouldn't feel right. Leather armor looks ridiculously bulky on male fighters, anyway, which doesn't fit the theme even if leather armor is very lightweight. Bracers should be fine conceptually, though it never made sense to me that bracers imitated the effects of wearing armor rather than simply improving AC by a flat amount.
Limit them to proficiency in other weapons, or prevent them from getting the extra APR bonuses. The primary weapon should be the best in all situations except where special on-hit effects would make another weapon more situationally useful, like the Mace of Disruption or Frostreaver. Otherwise a scimitar-using Kensai might discover that Drizzt's scimitars or Belm, both of which can be gotten pretty early in the game, are just flat-out better than their own weapons.
1) A true weapon of choice - ban everything that is not your WoC.
2) When wearing armor/bracers of defense, loses all the kits benefits.
3) Kai would last 3 rounds instead of 1 round and 4 seconds.
4) Kai wouldn't be allowed while wearing armor/bracers of defense.
That's it. All the bonuses I would leave as they are in power and scale.
However, all that preaching isn't necessarily useful from a game design perspective is it? (Though the feats in M&G are quite good for making single class fighters fun!) A few ideas therefore, if a dual wielding cultured warrior is too far from the norm:
The Kensai may be a specialist in duels- AC bonuses in melee, worse vs missiles. Repeated hits on the same target could have cumulative bonuses, and when opponents miss they could suffer penalties due to the feared Kensai counterattack.
Expanding on the counterattack notion there could be the idea of 'charging up', so that the Kensai has a rhythm of increasing in effectiveness over the duration of combat or cycling between offensive & defensive phases.
On the penalties side the Kensai may be more used to humanoid opponents, and be more vulnerable fighting monsters. Should probably be able to wear some armour though.
It's detailed in the AD&D 1E Oriental Adventures manual, which was unfortunately never updated to 2E. The [23 - DEX] natural AC part might be tricky to implement and you may have to let go of it, but the rest should be doable (items on the list are straight from the manual):
Weapon Mastery rules did not exist at the time Oriental Adventures was published, so it is up to the DM to rule how Kensai would interact with them. In my opinion, a Kensai should not be able to specialize (let alone attain mastery or any kind) with any weapon other than their chosen/favored.
I do not know how feasible this would be, but to implement a proper P&P Kensai it would be nice to have a "Favored Weapon" selection screen at character creation akin to the Ranger's "Favored Enemy" selection screen. The player would select their Kensai's favored weapon and automatically receive a proficiency point in it. They would then receive a normal amount of additional proficiency points to spend on other weapons; they would be allowed to specialize (2 pips) in their favored weapon at 1st level, but all other weapons would forever be limited to proficiency (1 pip.)
All magical weapons of the chosen kind should be flagged as unusable for the Kensai. There is no ruling in the manual on magical weapons in which the Kensai is merely proficient, so I'd allow them—but RP-wise, it would be super weird for a Kensai to go around using a magical sword if they specialize in katanas, for example. I figure it would be hard to code a selective usability depending on favored weapon choice, so might as well flag all magical weapons as unusable for the Kensai.
P&P Kensai can use ranged weapons, wear bracers, and wear helmets.
The Samurai's aura of fear does not appear to scale with level. Limited to 1HD creatures, it would be pretty useless in the BG games.
Btw other than kensai, a samurai kit wouldnt be better to create ?
Isn't that the gist of the unkitted Fighter?
The Ki system probably wouldn't work, so it can be safely dropped.
@subtledoctor 's latest list looks pretty good, but I don't think barring the kit from ranged weapons makes a lot of sense. As long as they are dedicated to a weapon, it shouldn't really matter what that weapon is.
- let him use bracers of armor(or other bracers), and gain bonus ac per 5(6-8)lvls up to lvl 20. It makes to be better at mid levels, and usable to alone without magic.
With bracers of 6 her ac would be 2 with 18 dex. 1 ac per 5 lvls is maxed at 4 (5 if level 1 also gains) in lvl 20. So in lvl 20 with bracers of ac 3 would be -5 or -6.
- use helmet, makes sense for a fighter to defending her head
- iron will, or some save increasing ability to represents the disciplined life of a kensai. Maybe +2 save vs enchantments, or +1 per X levels.
- the ki ability maybe represents only one final abilty that adds speed and deadly effects for a short time. Huge damage burst (5-10 dmg, or deathbringer assault type killing move) also likely, because it fits the glasscannon character, or the professional killer role.
- use the ranged weapons, but class bonuses not added to ranged bonus.
I imagine the kensai as a monk like, but self-trained disciplined professional soldier, adventurer. Always lawful for her code etc.
This has already been created...
https://forums.beamdog.com/discussion/41836/mod-kensai-rebalancing-for-bg-ee-and-bgii-ee-v2-6#latest
I for one would love to have something like that as that would open new roleplaying possibilities. Not to mention I found that finding and using the same loot for Kensai builds over and over and over again to be quite... monotonous.@AndreaColombo's idea would really refresh that stagnation imho.
Also, no reason to not make it an optional part. That way all Kensai player bases would be covered.
Honestly, not really. I don't know about others, but that's pretty much a handicap I always roleplayed my Kensai CHARNAMES to begin with. So, to me at least, the only difference would be that the mod makes this decision instead of me.
Apropos staffs: wouldn't things like the staff spear and staff mace be strictly speaking off-limits to Kensai either way? Disallowing the use of magical weapons would eliminate that problem quite nicely, too. Yes, they're technically still quarterstaffs. But fluff wise they are weapons that change into a spear and mace respectively on command.